Beasts of Chaos – Cockatrice

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12"
8
6+
6
WARSCROLL

Cockatrice

A Cockatrice is a fell creature that dwells in the harshest wastelands of the Mortal Realms. Its cursed gaze can transform a foe into a screaming statue, while its raking talons and cruel beak shred flesh and muscle effortlessly.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stabbing Beak
Stabbing Beak2"23+3+-2
Sword-like Talons
Sword-like Talons1"33+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: None
Base size: 60mm
Notes: Single

A Cockatrice is armed with a Stabbing Beak and Sword-like Talons.

FLY: This unit can fly.

Petrifying Gaze: As a Cockatrice surges forwards, its eyes begin to glow with warping energy, transfixing foes where they stand.
At the start of the combat phase, you can pick 1 enemy unit within 6" of this unit and roll a dice. On a 4+, that unit suffers D3 mortal wounds.

In addition, if any mortal wounds caused by this ability are allocated to a unit, until the end of that phase, only unmodified hit rolls of 6 for attacks made with melee weapons by that unit score a hit. The same unit cannot be affected by this ability more than once per phase.

Maddened Ferocity: A Cockatrice prefers to kill swiftly and messily. When it picks its moment to strike, it falls upon its prey in a berserk frenzy.
Double the Attacks characteristic of this unit’s melee weapons if it made a charge move in the same turn.

KEYWORDS
CHAOS, BEASTS OF CHAOS, COCKATRICE
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

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14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
© Vyacheslav Maltsev 2013-2024